diff --git a/README.md b/README.md index 8e9079a..fa80a30 100644 --- a/README.md +++ b/README.md @@ -38,9 +38,8 @@ precision walk, the Joke Shop alley, the TV Studio arrival, and the prop lineup. > Downloads are public (no sign-in required) since the host's instance-wide > `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31. > -> **Latest: v0.9.1** — unified Godot 4.7.2 CI/release environment with cached -> Godot binaries/templates, plus v0.9.0's production-quality and v0.8 -> tutorial/campaign/resume work. +> **Latest: v0.9.1** — unified Godot 4.7.2 CI/release environment, plus +> v0.9.0's production-quality and v0.8 tutorial/campaign/resume work. > Releases are built automatically when a `vX.Y.Z` tag is pushed > (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use > `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline @@ -120,9 +119,9 @@ Full setup, every run/test/smoke command, and the controls table are in ## Development Status -v0.9.0 adds the production-quality baseline: mixer/accessibility settings, a -24-NPC performance budget and the unified Godot 4.7.2 toolchain, on -top of v0.8's tutorial, campaign, checkpoint resume, difficulty and Help. See +v0.9.1 unifies the project, local tooling and CI/release environment on Godot +4.7.2. It builds on v0.9.0's production-quality and audio/accessibility pass, +v0.8's tutorial/campaign/resume work and the v0.7.x venue/gear/judge work. See [`docs/development-status.md`](docs/development-status.md) for the implemented list and [`TODO.md`](TODO.md) for the v1.0.0 roadmap. Manual verification uses the [`docs/smoke-checklist.md`](docs/smoke-checklist.md). diff --git a/TODO.md b/TODO.md index 5157424..70dd8a7 100644 --- a/TODO.md +++ b/TODO.md @@ -5,9 +5,9 @@ see `AGENTS.md` for the workflow and `MEMORY.md` for the decisions behind these ## Gap Analysis and v1.0.0 Roadmap -Baseline: **v0.9.0** (2026-11-01). Three playable venues, tutorial/campaign/checkpoint resume, +Baseline: **v0.9.1** (2026-11-02). Three playable venues, tutorial/campaign/checkpoint resume, difficulty/help, audio/accessibility settings, a 24-NPC budget baseline, a complete -escalation/access/radio loop, shift review, the Blender asset library, 250 headless + 94 Python +escalation/access/radio loop, shift review, the Blender asset library, 250 headless + 97 Python tests, a clean screen-design judge and an optional Forward+ Desktop HQ build. This is a strong release-candidate foundation, not yet a 1.0 product. @@ -32,19 +32,19 @@ release-candidate foundation, not yet a 1.0 product. | Area | Current baseline | Remaining gap | Risk | Milestone | | --- | --- | --- | --- | --- | -| Content and balance | 3 venues with validated 12+ event matrices, recovery events and contextual dialogue | External playtest evidence, balance/fairness pass, event-weight tuning and final content lock | Repetition or unfair outcomes survive into 1.0 | 0.9.5 | -| Dialog/UI | Complete screens and panel art, but copy/button behavior has not had a dedicated audit | Terminology, button states, long-string layout and full screen coverage need a focused pass | Inconsistent UI undermines first-hour clarity | 0.9.1 | -| Animation/presentation | Procedural pose layers, portrait captures, reduced hem clipping | Final model/pose/facial readability and gear-fit acceptance before visual QA | Close-up jank reduces perceived quality | 0.9.2 | -| Audio/accessibility | Procedural ambience/SFX, volume controls, captions/reduce-motion settings, searchable Help | Full accessibility/localization acceptance review, audio caption coverage and P0/P1 fixes | Public 1.0 cannot claim accessible play | 0.9.1 / 0.9.5 | -| Localization | English JSON table, validation and input-generated Help | Pseudo-locale/layout audit and translator workflow sign-off | Text expansion/clipping at release | 0.9.1 / 0.9.5 | -| Performance/platform | 24-NPC headless budget (6.9 ms), Compatibility/Web/HQ paths | Target hardware matrix, Web/HQ manual profiling, frame-time/memory evidence | Platform-specific drops or startup failures | 0.9.4 / 0.9.5 | -| Save lifecycle | Settings/campaign/history/checkpoint files, atomic writes | Migration fixtures from 0.8/0.9, fresh-install/upgrade verification, rollback instructions | Player progress loss on upgrade | 0.9.5 | -| QA/CI | Headless suite, smokes, screenshot compare, optional judge | Full visual judge gate, release-candidate smoke matrix, final gallery and release dry run | Regressions escape the release gate | 0.9.4 / 0.9.5 | -| Release/legal | Unsigned desktop/macOS builds, Web/HQ packages | Signing/notarization decision, checksums, AI-asset provenance, credits, privacy/body-camera and rating review | Public release blocked by trust/policy | 0.9.5 | -| Documentation | Architecture/ADR/status/roadmap ownership established | Final README/changelog/status/TODO/smoke-checklist sign-off and known-limitations page | Docs drift at launch | 0.9.4 / 0.9.5 | +| Content and balance | 3 venues with validated 12+ event matrices, recovery events and contextual dialogue | External playtest evidence, balance/fairness pass, event-weight tuning and final content lock | Repetition or unfair outcomes survive into 1.0 | 0.10.0 | +| Dialog/UI | Complete screens and panel art, but copy/button behavior has not had a dedicated audit | Terminology, button states, long-string layout and full screen coverage need a focused pass | Inconsistent UI undermines first-hour clarity | 0.9.2 | +| Animation/presentation | Procedural pose layers, portrait captures, reduced hem clipping | Thorough NPC silhouette/face/gear/pose/LOD optimization before visual QA | Close-up jank reduces perceived quality | 0.9.3 | +| Audio/accessibility | Procedural ambience/SFX, volume controls, captions/reduce-motion settings, searchable Help | Full accessibility/localization acceptance review, audio caption coverage and P0/P1 fixes | Public 1.0 cannot claim accessible play | 0.9.2 / 0.10.0 | +| Localization | English JSON table, validation and input-generated Help | Pseudo-locale/layout audit and translator workflow sign-off | Text expansion/clipping at release | 0.9.2 / 0.10.0 | +| Performance/platform | 24-NPC headless budget (6.9 ms), Compatibility/Web/HQ paths | Target hardware matrix, Web/HQ manual profiling, frame-time/memory evidence | Platform-specific drops or startup failures | 0.9.5 / 0.10.0 | +| Save lifecycle | Settings/campaign/history/checkpoint files, atomic writes | Migration fixtures from 0.8/0.9, fresh-install/upgrade verification, rollback instructions | Player progress loss on upgrade | 0.10.0 | +| QA/CI | Headless suite, smokes, screenshot compare, optional judge | Full visual judge gate, release-candidate smoke matrix, final gallery and release dry run | Regressions escape the release gate | 0.9.5 / 0.10.0 | +| Release/legal | Unsigned desktop/macOS builds, Web/HQ packages | Signing/notarization decision, checksums, AI-asset provenance, credits, privacy/body-camera and rating review | Public release blocked by trust/policy | 0.10.0 | +| Documentation | Architecture/ADR/status/roadmap ownership established | Final README/changelog/status/TODO/smoke-checklist sign-off and known-limitations page | Docs drift at launch | 0.9.5 / 0.10.0 | | Post-launch | Stable 0.9 feature set | Live replay, more venues, VO/music, image-to-mesh props and seasonal content | Scope creep before launch | Post-1.0 | -## Patch 0.9.1 — Dialog, button and UI polish +## Patch 0.9.2 — Dialog, button and UI polish Goal: make every player-facing screen read consistently and pass the Python screen-design judge before any model/texture changes. No gameplay rules change. @@ -97,48 +97,103 @@ screen-design judge before any model/texture changes. No gameplay rules change. strings/scale pass, and the Python compare/judge gate has no unexplained diff. -## Patch 0.9.2 — NPC model refinement +## Patch 0.9.3 — NPC visual optimization -Goal: make the eight character variants and their gear hold up in portraits and -normal play without changing the `npc_base`/`Rig/Head` contract. +Goal: make the eight character variants hold up in portrait, conversation and crowd +views without changing the `npc_base`/`Rig/Head` contract or the skinned/procedural +fallback behavior. -### Model and rig audit +### Reference and acceptance criteria -- [ ] Render all eight variants from front, profile, back and portrait angles; - compare faces, hair, ears, hands, shoes, proportions and gear fit. -- [ ] Audit head/face readability (brow, eyes, lips, nose, hairline) at portrait - distance; fix the highest-impact silhouette/face issues. -- [ ] Audit gear fit and clipping: caps/beanie/hood/helmet/sunglasses, shoulder bag, - backpack, SCBA tank, lanyard, hand items and the new coat/dress stride. -- [ ] Audit coat/dress/skirt hems during walk, blocking, sitting and turning; fix - remaining leg/hem intersections with weights, geometry or stride limits. -- [ ] Re-check the frozen contract: mesh `npc_base`, bone names, five tint slots, - front direction, attach points, triangle/vertex budgets and grounding. -- [ ] Rebuild affected GLBs, bake AO, run `godot --headless --path . --import`, and - run `blender_assets.py audit` plus fit/portrait checks. +- [ ] Establish a portrait/contact-sheet baseline for all eight variants: front, three-quarter, + profile, back, full body and a crowd-distance silhouette. +- [ ] Define acceptance criteria for proportions, face readability, hair, hands, shoes, clothing + silhouette, gear fit and animation at the gameplay camera height (1.7 m). +- [ ] Record the camera/lighting/background used for comparison so model changes can be judged + consistently; keep the existing portrait capture path deterministic. +- [ ] Identify the highest-impact gaps from the current portraits (e.g. face depth, hair mass, + neck/shoulder transition, hand/foot shape, coat/dress hem) and rank them by player visibility. +- [ ] Publish a before/after NPC comparison sheet for review before changing the library. -### Pose and animation polish +### Body proportions and silhouette -- [ ] Review idle, walk, warning, blocking, recognition, refusal, phone, clipboard, - photo, film, sit and responder poses for pops or floating props. -- [ ] Add/adjust short transitions for negotiation/reaction poses without breaking - the seeded pose helpers or head-turn behavior. -- [ ] Verify LOD tiers and the impostor at 16/24-NPC distances; re-run the budget - smoke and record any triangle/draw-call changes. -- [ ] Refresh the Blender review sheets and character portraits; keep per-asset - previews local if gitignored. +- [ ] Audit all variants against a shared human proportion guide (head height, shoulder width, + torso length, hip width, limb length, foot length) and correct the worst outliers. +- [ ] Improve neck, shoulder, torso and hip transitions so the silhouette reads as one body rather + than stacked primitives; preserve the existing broad/slim/average build variations. +- [ ] Add subtle body-shape variation between variants beyond uniform scaling (shoulder slope, + torso taper, hip width, limb thickness) while staying inside the triangle/vertex budget. +- [ ] Check the procedural fallback and `npc_base` silhouette against the library so the fallback + remains a credible offline substitute. +- [ ] Re-measure LOD 0/1/2 silhouettes and ensure the impostor still matches each variant at distance. -### Verification +### Head, face and hair -- [ ] Add/update headless tests for any new pose/model contract behavior. -- [ ] Capture the portrait and character gallery; compare against the design - references and run the Python judge. -- [ ] Update `docs/blender-assets.md`, architecture/status and `MEMORY.md` with the - revised budgets, limitations and rebuild commands. -- [ ] Exit: portrait/readability and gear fit pass, no obvious P0/P1 clipping remains, - and the 24-NPC budget/full test suite are green. +- [ ] Refine the head volume and jaw/cheek/chin proportions against the portrait concept; keep the + face front direction unambiguous for the focus cone and head-turn. +- [ ] Improve brow/eye-socket depth, eyelid/iris readability, nose bridge/tip, lips and ear shape + without turning the low-poly face into a noisy mesh. +- [ ] Audit hair caps, fringes, side locks, buns and beard silhouettes for gaps, intersections and + obvious scalp seams; keep hair color in the tintable slot. +- [ ] Verify hats/hoods/sunglasses/helmets still clear the refined brow, ears and hair; update gear + fit measurements and rebuild any affected gear. +- [ ] Check face readability under day, evening and LATE lighting and at the portrait capture’s + shallow depth of field. -## Patch 0.9.3 — Texture and material refinement +### Hands, feet and clothing + +- [ ] Refine hands and fingers enough to read at conversation distance without exceeding the + character triangle budget; check grip alignment for phone, cup, clipboard, camera, sign, + flashlight, wand and radio. +- [ ] Audit shoes/boots for silhouette, grounding and contact with the floor; preserve the + responder and firefighter footwear language. +- [ ] Improve clothing layer transitions at collars, cuffs, plackets, waistbands, pockets, badges + and reflective bands; remove obvious z-fighting or floating detail. +- [ ] Add believable fabric folds/wrinkles at elbows, knees, waist and hems where the extra + geometry pays off in portraits; keep the fixed detail materials and five tint slots intact. +- [ ] Re-check coat/dress/skirt hems during walking, blocking, sitting and turning; eliminate + visible leg-through-hem clipping and floating hems. +- [ ] Verify outfit tinting on all five contract slots and fixed-colour details (hi-vis, leather, + steel, patches, plastic, rubber) remains unchanged. + +### Gear and equipment fit + +- [ ] Run the Blender `fit` report for every character and all head/back/chest/hand gear; record + head-band, skirt/hip clearance and inner-face clearances. +- [ ] Re-fit caps, beanie, hood, sunglasses and firefighter helmet against the refined face/hair; + ensure eyebrow/ear clearance and a readable face with the hood up. +- [ ] Re-fit backpack, shoulder bag and SCBA tank against the revised torso/hips; fix strap and + tank intersections and keep attachments outside the body silhouette. +- [ ] Verify lanyards, radios, phones, cups, clipboards, umbrellas, cameras, protest signs, + flashlights and wands sit correctly in the hand/grip and do not float. +- [ ] Add regression checks for gear attach parents, head/back silhouette clearance and hand-item + grip; rebuild affected GLBs, bake AO and re-import. + +### Poses, animation and performance + +- [ ] Review idle, walk, warning, blocking, recognition, refusal, phone, clipboard, photo, film, + sit, panic/flee and responder poses for pops, foot sliding, floating props and head-turn + overshoot. +- [ ] Add or refine short negotiation/reaction transitions (comply, argue, leave, recognize, + block) without changing the seeded pose/outfit determinism. +- [ ] Re-measure the skinned-avatar frame cost at 16/24 NPCs and the LOD/impostor thresholds; + record triangle, mesh and draw-call changes before raising any cap. +- [ ] Ensure the procedural fallback still passes the pose, target and crowd behavior tests after + the model changes. + +### Verification and handoff + +- [ ] Rebuild the affected Blender assets, AO maps, manifest and review sheets; run + `blender_assets.py audit`, `fit`, character imports and the full Godot test suite. +- [ ] Recapture the portrait, character gallery and crowd-distance shots; compare old/new and run + the Python screen-design judge. +- [ ] Update `docs/blender-assets.md`, architecture/status, `MEMORY.md` and the changelog with the + new budgets, limitations and rebuild commands. +- [ ] Exit: all eight variants pass the portrait/readability criteria, gear and hems no longer + clip in normal play, the 24-NPC budget remains green, and the visual judge has no unexplained + regressions. + +## Patch 0.9.4 — Texture and material refinement Goal: improve close-range surface and character texture quality while keeping GL Compatibility/Web parity, deterministic assets and offline CI. @@ -176,7 +231,7 @@ Compatibility/Web parity, deterministic assets and offline CI. and skyline; document accepted trade-offs. - [ ] Update asset docs and the changelog/status with the promoted texture versions. -## Patch 0.9.4 — Integration, performance and judge gate +## Patch 0.9.5 — Integration, performance and judge gate Goal: integrate the UI/model/texture patches, prove the combined build on the target paths and leave a clean release-candidate handoff. @@ -209,18 +264,18 @@ target paths and leave a clean release-candidate handoff. - [ ] Update README, architecture, development status, changelog and TODO with the final patch-level results and any remaining gaps. - [ ] Tag/version or otherwise freeze `0.9.4` as the integration checkpoint before - the `0.9.5` release candidate. + the `0.10.0` release candidate. - [ ] Exit: combined build is functionally green, visually reviewed, performance - measured and ready for the 0.9.5 content-lock/playtest phase. + measured and ready for the 0.10.0 content-lock/playtest phase. -## Milestone 0.9.5 — Release candidate +## Milestone 0.10.0 — Release candidate Goal: freeze the feature set, prove it with external players, clear release/legal blockers and verify every distribution path. This is the next shipped version before 1.0. ### Content lock and external playtest -- [ ] Declare a content/feature freeze for 0.9.5; only release-blocking fixes and balance changes +- [ ] Declare a content/feature freeze for 0.10.0; only release-blocking fixes and balance changes may land after the freeze. - [ ] Produce a release-candidate build with the tutorial, campaign, all three venues, Help, accessibility settings and checkpoint/resume enabled. @@ -267,7 +322,7 @@ verify every distribution path. This is the next shipped version before 1.0. Gitea host cannot leave a partially uploaded release. - [ ] Verify release metadata, tag/version consistency, asset counts and download links; retain at least the latest 0.8/0.9 releases and document older-asset pruning. -- [ ] Decide and document whether macOS signing/notarization is required for 0.9.5 or explicitly +- [ ] Decide and document whether macOS signing/notarization is required for 0.10.0 or explicitly remains a 1.0 blocker; record the quarantine instructions either way. ### Legal, credits and platform policy @@ -299,7 +354,7 @@ verify every distribution path. This is the next shipped version before 1.0. settings, pause/resume, all venues and Desktop HQ fallback. - [ ] Confirm no P0/P1 defects remain; P2 items must be documented as known limitations or post-1.0 work. -- [ ] Create the `v0.9.5` version bump, changelog entry and tag; build/publish the release and +- [ ] Create the `v0.10.0` version bump, changelog entry and tag; build/publish the release and verify all assets and download links. - [ ] Exit: the release candidate is content-locked, externally played, legally reviewed, documented, reproducibly built, and approved as the final stepping stone to 1.0.0.